Play  
   

“Play and imitation are natural learning strategies at which children are experts,” states Dr. Seymour Papert …. Yet, often,  we adults do not utilize these strategies to expand our children’s knowledge and education or even our own.

Have you, your family or your colleagues played today?  The process of discovery begins with play and imitation. Imagine you are an inventor, like Steve Jobs,  with billion dollar ideas.

How would you speak? Would you know the lingo of the wild, wild world of Intellectual Property?   

Play this  Fluke Talk  game and see.
 

Invention Adventure Race

Invention Adventure Race debuts its first webisode reality show. Students teams race from Physics clue to Physics clue to the finish line to win a prize. To prepare for the Invention Adventure Race, students at Harper Woods Middle/ High School attended Creative Physics class modules   –

Creative Collaboration – shared team work to create a clay masterpiece

Sound of Music – the science behind sound and music 

Magic of Simple Machines – pulleys, lever, ramps make work easier 

Roar of Power – What is it  and how to harness the various forms

Wealth of Flukes – Accidental inventions become billion dollar products

Invention Adventure Race Webisode 1 chronicles the application of the fun creative lessons to see if Harper Woods Middle/ High School students  understood the  Physics modules.

Have you ever seen children giggle like this in a normal Physics class?

Most people cringe when they hear the word PHYSICS, even if they had not attended a class within the past 50 years. In a school administered survey, 66.7% Middle/ high school students participants of the Harper Woods Invention Adventure Camp, state they dislike Math and Science, yet 83% state they loved inventing and the Invention Adventure Camp. We were astonished 83% of students requested the camps’ return next summer, but with an  expansion from 3 hours a day to a full 6 hour school day and from 2 weeks to at least a month with field trips.  

WHY INVENTION ADVENTURE RACE

Uplift, Inc. desires to create Invention Adventure Race webisodes at middle/high schools across America to prepare students for the ‘flying car’ age of technology. Have not heard about the ‘flying car’?   It launched for commercial sale at the New York Auto Show for $250,000 a car. It received enough orders to have a production backlog for 3 years.  If the price ever drops to $100,000, the ‘flying car’ will wipe out the normal automotive industry and  leave behind the average teenager who does not have these characteristics: 

Contrarian – Every invention challenges and ultimately disrupts the status quo in society. For example, twenty five years ago every household had a landline – a phone attached to the wall. The mobile phone was invented. Today 80% of the population owns a mobile phone. The people who create these inventions are the rule breakers.

Creativity – The IBM Survey 2010 interviewed 1500 CEOs across 66 countries who stated the 21st Century highest demand leadership skill is creativity.  Creativity is the ability to imagine new ideas. Students who fabricate and exaggerate stories  are creative. Students  who love to play and joke are creative.

Tenacity with high willingness to succeed  -  Determined to complete whatever task they embark upon even if they will face negative consequences.

Observer of the hidden obvious – Students notice details others miss. Often they communicate their little details by gossiping and joking.  Teenagers can be can be groomed with these characteristics if they have fun projects that eventually lead to  Science, Technology, Engineering, and Mathematics (STEM) as  Corporate America  wants bold, Inventive, risk taking, technological employees.

INVENTION ADVENTURE CREATIVE PHYSICS CLASS 

Students are immersed in the Invention Adventure Creative Physics class modules to prepare for Invention Adventure Race. Our goal is to get teens and tweens to think of Corporate America as the wild, wild world of intellectual property full of thrilling research, wacky inventions, stock explosions, and legal shoot outs so they willing become interested in the Science, Technology, Engineering and Mathematics (STEM) careers.

FLUKE - THE WEALTH BUILDING GAME OF ACCIDENTAL INVENTIONS

The core of the Invention Adventure is Fluke - the wealth building game of accidental inventions. Fluke is a multidisciplinary curriculum tool that highlights the history of 24 accidental inventions, 4 research corporations and 24 risk & reward situations showing the application of science across all curriculum subjects. Fluke launched for game play at the Metro Detroit Gamers Conference, landed at the Maker Faire Detroit 2012 and is soon to hit the New York Maker Faire 2012. At Maker Faire Detroit 2012, two 8 year old Corporate Inventor Moguls inventive critical thinking skills generated the largest portfolio of cash inventions and research corporations to date - $1.4 Billion dollars.

Fluke, Invention Adventure (a Creative Physics class) and Invention Adventure Race are still in the prototype mode. Uplift, Inc. is seeking funds for the production of Adventure Race, Invention Adventure (a Creative Physics class) and Fluke. Help us spread the love of Creative Physics with Invention Adventure Race to every school in America. 

Bring   Fluke TM to  your school, community group or corporation. Purchase a copy of Fluke TM Game.